Cómo usar
- Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
- Consulta las herramientas, credenciales y entornos necesarios en el documento original.
- Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/zakariaf/flutter-skills --skill ui-states-and-feedbackAntes de empezar
- La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
- Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.
UI states and feedback
Most of a screen's code is the happy path; most of its defects are not. This skill governs everything a screen shows when there is no data yet, no data at all, no data matching the filter, a failure, or a write that just returned — and which surface each of those is allowed to use. The first-frame/cold-start path belongs to app-startup-and-bootstrap; the error values belong to error-handling-typed-results. This skill is only about how they are rendered and announced.
Non-negotiable rules
- One state, resolved in one place. A screen renders exactly one of
loading / empty / error / content, chosen by a single switch over an AsyncValue or a sealed view state. Never a triple of isLoading, error, items booleans. WHY: separate flags make impossible states representable — loading and error, empty and loading — and every such combination eventually renders.
- The ViewModel decides the state; the View renders it. No
FutureBuilderor
StreamBuilder wrapped around a repository call in the middle of a widget tree. WHY: state scattered across the tree cannot be tested without pumping widgets, and rebuilds re-fire the future. See state-management-riverpod, widget-composition.
- Empty, filtered-empty, and error are three different screens. "You haven't added
anything yet" (offer the primary action), "Nothing matches this filter" (offer to clear it), and "We couldn't load this" (offer retry) answer three different user questions. WHY: showing "no items" for a failed load teaches the user their data is gone.
- Never render an exception. No
e.toString(), no stack trace, no failure class
name in the UI. Map the typed Failure.code to a localized message via ARB. WHY: a raw exception is untranslatable, unactionable, and often leaks paths or ids.
- Every error state offers a next action. Retry (
ref.invalidate(provider)), go
back, or change the input — and retry must preserve scroll position, filters, and entered text. WHY: a dead-end error screen turns a transient failure into an uninstall.
- A refresh never blanks the screen. While reloading, keep the previous content and
show a subtle indicator (AsyncValue.when's skipLoadingOnRefresh default, or valueOrNull + isRefreshing). WHY: replacing a list with a spinner loses the user's place and reads as data loss.
- Loading is a delayed skeleton shaped like the result — not a centered spinner.
Suppress it for roughly the first 150–300 ms so a fast load does not flash, and match the final layout so nothing jumps when content arrives. WHY: a flash and a reflow are two separate perceived defects; both are free to avoid. (Every duration in this skill is a behavioral threshold, not a value to hardcode — the numbers themselves belong to the duration tokens in design-system-structure.)
- An in-flight action shows progress on its own control, not over the app. Disable
the button, show progress in it, keep the rest interactive. A full-screen modal barrier is earned only when continuing would corrupt state. WHY: a blocking barrier over a 200 ms write is the most common self-inflicted "the app froze".
- Pick the surface by the ladder: inline < snackbar < banner < dialog. Take the
lowest one that works (table below). A modal is earned only by a decision that must resolve before the user can continue. WHY: every step up the ladder takes control away from the user, and dialogs are the only one that also blocks.
- Information the user must act on never lives only in a snackbar. It
auto-dismisses, it can be missed entirely, and a screen reader may never reach it. Use a banner or an inline state for anything that still matters in ten seconds.
- Prefer soft delete + Undo over a confirmation dialog. Confirm only what is
genuinely irreversible, and then name the consequence ("Delete 12 notes permanently") rather than asking "Are you sure?", with barrierDismissible: false. WHY: Undo is faster for the 99% who meant it and safer for the 1% who did not. See error-handling-typed-results for the soft-delete write path.
showDialog/showModalBottomSheetreturnFuture<T?>—nullmeans dismissed,
and it is its own outcome.** Switch over a sealed result and handle dismissal explicitly; never ?? true. WHY: ?? true silently converts a tap outside the dialog into a confirmed deletion.
- Capture `ScaffoldMessenger`/`Navigator` before the `await`, guard `mounted` after.
Then show the snackbar. WHY: the BuildContext may be gone when the write returns — this is the exact use_build_context_synchronously hole (async-safety).
- Announce what only the eye can see. A result that appears (saved, deleted,
retried, filtered) is announced with liveRegion: true or SemanticsService.announce, and auto-dismissal is lengthened or removed when MediaQuery.accessibleNavigationOf(context) is true. WHY: a 4-second snackbar is invisible to a screen-reader user mid-sentence. Announcements are best-effort per platform — never the only channel for something important.
The four states — one resolution point
class NotesScreen extends ConsumerWidget {
const NotesScreen({super.key});
@override
Widget build(BuildContext context, WidgetRef ref) {
final l10n = AppLocalizations.of(context);
final notes = ref.watch(notesProvider);
// ONE switch. skipLoadingOnRefresh (default true) keeps the list on screen
// while it reloads — the refresh path never falls into `loading`.
return notes.when(
loading: () => const NotesSkeleton(), // shaped like the list, delayed
error: (error, _) => ErrorStateView(
// A typed Failure's stable code → a localized string. Never e.toString().
message: l10n.failureMessage(error is Failure ? error.code : 'error.unknown'),
onRetry: () => ref.invalidate(notesProvider),
),
data: (notes) => notes.isEmpty
? EmptyStateView( // "nothing yet" ≠ "no matches"
title: l10n.notesEmptyTitle,
action: l10n.notesEmptyCreate,
onAction: () => ref.read(notesProvider.notifier).createDraft(),
)
: NotesListView(notes: notes),
);
}
}A screen with filters resolves filtered-empty before empty: the ViewModel knows whether a filter is active, so the View never has to guess why the list is short. Complete file, including the delayed skeleton and the partial-failure row state: examples/async_state_view.dart.
The surface ladder
| Surface | Lifetime | Use it for | Never use it for |
|---|---|---|---|
| Inline (in the field/region it concerns) | Until resolved | Validation, a per-item failure, an empty region | A global condition |
| Snackbar | Seconds, auto-dismiss | A completed action + its Undo; a non-critical, already-recovered failure | Anything the user must act on, or anything they'd want to re-read |
Banner (showMaterialBanner) | Until dismissed | An app-level condition that persists: offline, expired data, a degraded mode | A transient confirmation |
| Dialog / modal sheet | Blocks until resolved | A decision that must resolve now, an irreversible confirmation | Showing information, reporting a result, or anything you could render inline |
A per-item failure inside a list is an inline row state, not a screen state — one row that failed to sync must not replace the other forty-nine.
Feedback after a write
Future<void> _delete(BuildContext context, WidgetRef ref, NoteId id) async {
// Capture BEFORE the await — the context may be gone when the write returns.
final messenger = ScaffoldMessenger.of(context);
final l10n = AppLocalizations.of(context);
final result = await ref.read(notesProvider.notifier).softDelete(id);
if (!context.mounted) return;
switch (result) {
case Ok():
messenger.clearSnackBars(); // don't queue behind an older one
messenger.showSnackBar(SnackBar(
content: Text(l10n.noteDeleted),
// Undo instead of a pre-emptive "Are you sure?" dialog.
action: SnackBarAction(
label: l10n.undo,
onPressed: () => ref.read(notesProvider.notifier).restore(id),
),
// Auto-dismiss is a barrier for screen-reader and switch users.
duration: MediaQuery.accessibleNavigationOf(context)
? const Duration(seconds: 30)
: const Duration(seconds: 6),
));
case Err(:final failure):
// A failure the user must act on is NOT a snackbar.
messenger.showMaterialBanner(deleteFailedBanner(l10n, failure.code));
}
}SnackBarAction is the Undo affordance for a soft delete: the row is flagged, not destroyed, and the hard delete happens later (error-handling-typed-results). An Undo that cannot actually restore the record is worse than no Undo.
Confirming something irreversible
// Sealed outcome — dismissal is a real case, not a missing value.
sealed class ConfirmOutcome {}
final class ConfirmAccepted implements ConfirmOutcome {}
final class ConfirmDeclined implements ConfirmOutcome {}
final class ConfirmDismissed implements ConfirmOutcome {} // tapped outside / back
final outcome = await showDialog<ConfirmOutcome>(
context: context,
barrierDismissible: false, // a decision that must resolve does not evaporate
builder: (_) => PermanentDeleteDialog(count: selected.length),
) ??
ConfirmDismissed(); // null == dismissed — NEVER `?? ConfirmAccepted()`The dialog's title names the consequence and the count; the confirming button carries the verb ("Delete permanently"), never "OK". Destructive verbs and the count are what a user reads before tapping — "Are you sure?" tells them nothing.
Anti-patterns
- `isLoading` + `errorMessage` + `items` as three fields — impossible states become
representable and eventually render.
- `FutureBuilder` over a repository call inside `build()` — refires on every rebuild
and cannot be tested without a widget pump.
- A centered spinner replacing loaded content on refresh — loses scroll position and
reads as data loss.
- A spinner with no delay — flashes on every fast load; the flash is the defect.
- A skeleton that does not match the final layout — content lands and everything
jumps, which reads as jank.
- "No items" shown for a failed load — tells the user their data is gone.
- `Text('${e}')` or a stack trace in the UI — untranslatable, unactionable, leaky.
- An error state with no action — a transient failure becomes a dead end.
- A dialog to report a result ("Saved!") — blocks the user to say something a
snackbar or nothing at all could say.
- A critical warning in a snackbar — auto-dismisses, may be missed, may never reach
a screen reader.
- `?? true` on a dialog's result — a tap outside becomes a confirmed destruction.
- `ScaffoldMessenger.of(context)` after an `await` with no `mounted` guard — throws
or targets a dead tree (async-safety).
- A full-screen blocking barrier for a fast local write — the app looks frozen.
- A confirmation dialog on every delete instead of Undo — punishes the 99% who meant
it and does not actually protect the 1%.
Definition of done
- [ ] The screen resolves exactly one of loading / empty / error / content in a single
switch/when; no bool triple; no FutureBuilder over a repository call.
- [ ] Empty, filtered-empty, and error are distinct views; empty carries the primary
action and filtered-empty offers to clear the filter.
- [ ] Error text comes from a typed
Failure.codemapped through ARB; no exception,
class name, or stack trace is rendered.
- [ ] Every error state has a retry/next action that preserves scroll, filters, and input.
- [ ] Refresh keeps previous content on screen; loading is a delayed skeleton matching
the final layout.
- [ ] In-flight actions show progress on their own control; no app-wide barrier without
a stated reason.
- [ ] Each message uses the lowest adequate surface; nothing actionable lives only in a
snackbar; per-item failures render inline in their row.
- [ ] Destructive actions use soft delete + Undo, or a
barrierDismissible: false
dialog that names the consequence and count.
- [ ] Dialog dismissal is handled as its own outcome; no
?? <affirmative>. - [ ]
ScaffoldMessenger/Navigatorcaptured before everyawait;mountedguarded
after; snackbars cleared before showing a new one.
- [ ] State changes are announced (
liveRegion/SemanticsService.announce), and
auto-dismiss is extended under accessibleNavigation.
- [ ] Widget tests cover all four states plus dismissal and retry.
Related skills
state-management-riverpod— where the state is decided, andAsyncValueownership.error-handling-typed-results— theResult/Failurevalues rendered here, and the
soft-delete/Undo write path.
async-safety— capturingcontextbefore anawaitand guardingmountedafter.widget-composition— dumb Views, extractedconststate widgets, no logic inbuild().accessibility-as-code— semantics, live regions, and the a11y flags read from
MediaQuery.
motion-and-haptics— the sensory half of feedback: what the transition into each of
these states animates, the one haptic per committed action, and the reduced-motion path.
i18n-rtl-l10n— every message in ARB, including failure-code messages.app-startup-and-bootstrap— the first-frame/splash path this skill does not cover.widget-golden-and-a11y-testing— pumping and asserting each of the four states.design-system-structure— where the skeleton, banner, and empty-state components live.
References
- Material 3 — Snackbar: https://m3.material.io/components/snackbar/guidelines
- Material 3 — Banner (Material 2 spec, still the Flutter widget's basis): https://m2.material.io/components/banners
- Material 3 — Dialogs: https://m3.material.io/components/dialogs/guidelines
- Flutter —
ScaffoldMessenger: https://api.flutter.dev/flutter/material/ScaffoldMessenger-class.html - Flutter —
SemanticsService.announce: https://api.flutter.dev/flutter/semantics/SemanticsService/announce.html - Riverpod —
AsyncValue(when,skipLoadingOnRefresh,valueOrNull): https://riverpod.dev/docs/essentials/async_initialization - Nielsen Norman Group — Progress indicators and response times: https://www.nngroup.com/articles/response-times-3-important-limits/



